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Found 5 results

  1. Hello all! I'd like to preface this with the statement that I'm fairly new to Houdini, come from the art side of things, and am trying baby's first Vex. Please forgive my ignorance. I'm trying to create a melty candle effect and am having some issues getting the candle to build up new wax over old wax without reheating it. This is my first real dive into fluid sim, and I think this is one of those "didn't realize it was a complex sim when I started" scenarios. I've seen a few tutorials on how to do this effect if you are generating the particles, by controlling the temp directly with particle life, but i'm trying to do this effect with the melt object preset, and as far as I know, there is no particle life that can help me here. My question is, how would you approach the issue? I made a very apelike attempt at a popwrangle with a if temp > .9 viscosity is 'insert low value here' else viscosity is 'solid value here' kinda deal. I had no clue what I was doing and it failed miserably. I'll leave it in the side of the DopNet for you to chuckle at should you so choose. It is safely quarantined from the other nodes so it doesn't frighten the children. If I'm approaching this all wrong, please let me know. I'm fairly certain I've got some default settings on this sim that shouldn't be, bad preview settings, etc. . . I'd like to learn the best practices for running these sorts of things. I'm a 3D illustrator/generalist and am trying to add some VFX tricks to my sleeves. I came from Maya over to Houdini a few months back and its still daunting. Really fun though! Thanks for your help! Candletest.hiplc
  2. Wax melting, candle burning

    candle_001.avi Hi, I'm trying to setup a candle melting in houdini using Flip with variable viscosity but I'm facing a couple of issues. The cold wax has a viscosity of 1.10^6 whereas the hot wax has a viscosity of 10. First issue: my hot wax always drags the cold one, how can I litteraly freeze the cold wax? I also would like the wax to be slightly pushed toward the center of the scene to always slide against the candle. But applying such force makes the wax go up due to the contraction (don't know if I make sence). Is there a way to aply force to a specific area ? I don't know how to use "mask field", and can't acces the exemple in the doc :/. Is It possible to do something like that: "If temp>50 + 5F then apply force" meaning waiting 5F after the temperature reaches the desired treshold to apply the force? I also would like to kill some particles like 20% when they reach a temperature treshold, how can I do such effect in dop ? sop? pop ? I have absolutly no clue. Then for the fire "room" (right next to the flame) I would like to use a vdb combine in substract but can't make it work « more A grids than B grids », can you enlighten me ? And last but not least I have some collisin issues with the chandelier, I might not be using the correct method. Once again what is the best way to you to get clean collisions? Thank you for your help candle.zip
  3. Rising wax from candle

    Hi guys, I have a couple of issues with my project. What I want to accomplish is wax rising from a candle in interrupted streams and it has to be able to loop every 10 seconds. The first issue that I'm having is that the particles that I don't want anymore, are not being killed by the POP Kill. I want to kill particles that are older than 3 seconds and barely move anymore. As you will see in the .hiplc, I am first grouping particles that are older than 3 seconds. Then from that group, I group the particles that have a velocity length of lower than 0.5. This is to prevent getting these very long and thin streams of wax. I would like to have shorter streams as those that I get at the start of each stream and that they then just cut loose from the candle instead of these constant streams. I had found this thread in which they mention to put an * in one of the group nodes. I did that on my initial group node, as I source from other groups down the line, but that didn't help. My second issue is that I would like to get different velocities for the different streams of wax. I'm not quite sure how I could assign multiple velocities to groups of particles within the same simulation. I currently set the gravity in the positive direction, but I'm guessing I'm going to need something else eventually. Or should I just create particle simulation for each stream of wax? Thanks in advance! Eckxter Candle.zip
  4. I'm a beginner and creating a few simple sims to get me going. I'm currently making a simple candle but running into a few problems. Any advice would be great! The scene is below, note I added a spot light just as a light reference. One problem I'm having is that the top of the candle is cut off. The volume box for the pyro sim is growing, but not enough. I think in the pyro_sim node there's the resize_container node, should one of the bounding variables be linked dynamically to another variable, like the max height of the temperature field or something? I seem to be getting different rendered images depending on whether I'm using the on screen rendering window, or the different file outputs. For example the jpeg is significantly darker than the exr output. See the attached images...(left to right - on screen render, exr converted to jpeg, jpeg) I'm using this video as a bit of a reference: http://www.sidefx.com/index.php?option=com_content&task=view&id=1124&Itemid=295 I also created this basic volcano eruption earlier, the smoke isn't quite right and it kinda looks like a scale model. If anyone has any tips on making this or the candle look better that would be great! I've attached both files if anyone wants to check them out. https://youtu.be/hOzwE4TU6q8 Candle_simple_05.hipnc Volcano_10.hipnc
  5. Hello Dudes, I have a candle flame with the pyro2 shader. We want this kind of shading. The problem is that the flame should only illuminate itself and nothing else in the scene. The emission ends up in the direct emission pass. I asked around and couldn't find a solution. How would you get rid of the emission of the flame in the indirect emission pass? I tried out the Billowy Smoke Shader, but it also has emission on it. If there is no way of doing this, we would just render out the flame in a separate image. Cheers, Johannes candle_flame_a_0004_jf.hipnc
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